Specials
Nightmare scrolls, hardcore mode, town stash, backpack, runs, and the music system
Consumable items that trigger standalone boss fights. Scrolls are rare drops that let you challenge a powerful nightmare boss outside of normal runs.
Drop Mechanics
- 0.8% chance per enemy kill
- Only drops at difficulty ≥ 5
- Scroll rarity follows the standard rarity roll
Scroll Properties
Each scroll stores multipliers determined at drop time using a gaussian distribution:
| Property | Peak | Sigma | Floor | 95% Range |
| HP multiplier | 4.5 | 0.75 | 3.0 | 3.0 – 6.0 |
| Damage multiplier | 1.5 | 0.25 | 1.0 | 1.0 – 2.0 |
Using a Scroll
- Generates a nightmare boss at the scroll's stored difficulty
- Boss gets all 6 equipment slots filled
- Boss equipment rarity is floored to the scroll's rarity
- Boss HP =
base_hp × hp_multiplier
- Boss damage =
base_damage × damage_multiplier
- All rolls happen server-side; the client only replays what it is told
- The scroll shows the nightmare's element (the element of the area it came from) and its DEF and ATK multipliers, in your backpack and in the window where you decide whether to help
- Reading a scroll asks whether to go in alone or call for help. Calling for help spends nothing: the scroll is only consumed when a fight actually starts, so you can cancel and keep it
- While you wait, the request sits in town — you can visit the merchant, the anvil or the well and it follows you
Rewards
xp_reward = base_xp × hp_mult × dmg_mult × 2
- Boss loot: everything the boss was wearing, added to your backpack if you win
- Nightmare crystal: one guaranteed crystal per win — a reforge, temper or attune crystal at random, at the scroll's difficulty as its item level. Crystals are the only way to re-roll and upgrade gear at the anvil.
- Boss skin: same capture chance as regular boss kills — or a taming roll instead, if you had Tamer Bait active and the boss is a tameable creature
Backpack space: a nightmare can drop up to seven items at once (six equipment slots plus the crystal). Anything that does not fit is lost, so go in with room.
Risk vs. Reward: Higher scroll multipliers mean tougher fights but more XP. A typical 4.5× HP + 1.5× DMG scroll gives ~13.5× the normal single-kill XP reward; a max-roll 6× HP + 2× DMG scroll can reward up to 24×.
2. Co-op Nightmares
A nightmare does not have to be faced alone. You can ask other players on your realm to come and help — and if one accepts, everything the boss drops is split between you.
In testing: co-op nightmares are new, so
hardcore deaths are switched off for all nightmares — solo ones included — while we watch how they behave in the wild. A hardcore character can lose a nightmare without being lost. Dying on a normal
run is unchanged and still permanent. This will be switched back on when the testing period ends, and it will be announced when it happens.
Asking for Help
- Read a scroll as normal, then choose [ Ask for help ] instead of fighting. Nothing is spent: the scroll stays in your backpack, and the boss is not rolled until someone joins.
- Fight goes in alone. Ask others to have a look opens a list of everyone currently online on your realm, with their level.
- Tick as many as you like (or use Select All) and send. Each one gets a request badge at the top of their screen, wherever they happen to be in the game.
- A request lasts 2 minutes. If nobody answers, you can send another wave to a different selection, or just go in alone.
- You can be asked by several people at once — up to five. The badge shows how many are waiting, and the detail window pages through them (1/2, 2/2) so you can compare before choosing. Accepting one clears the rest.
Who can be asked:
- Online, on your realm — a co-op fight runs at one realm's speed, so it cannot span two
- Not another character on your own account
- Not already in a nightmare of their own. Players out on a run can be asked — see below
Accepting
- The first player to accept gets the seat. Everyone else's badge disappears, and a 5 second countdown starts the fight automatically — the host does not need to press anything.
- You can accept while out on a run. Your run is retreated for you first, keeping all its loot and experience exactly as a manual retreat would.
- If someone beats you to it, nothing happens to you — your run keeps going. The seat is claimed before your run is touched, so losing the race costs you nothing.
- While you are in a co-op fight you cannot start a run or read another scroll.
The Fight
Both heroes appear side by side. A Gear button switches the equipment panel between the two of you, so you can see what your partner brought.
- Each round the nightmare strikes first, then the host, then the guest. Two heroes means it loses health roughly twice as fast — but you take a round of damage before landing one, and a hero it drops in its own phase does not get to swing that round.
- The nightmare strikes each of you separately, at full damage. It is not split between you. Every one of those attacks is resolved against that hero's own armour, dodge, block and reflect, so the two of you can take very different amounts from the same round.
- The boss's health is not increased for two heroes. A duo really is stronger — but it is also taking twice as many hits in total.
- Pets, momentum, shield bashes and counterattacks all work per hero. A shield bash spares both of you — from the next round, since the nightmare has already struck by the time the bash lands.
Bringing a much stronger friend works. There is no level restriction on who you can ask. A high-level helper will carry a low-level host — but they also take the boss's full damage, so a deep nightmare is still dangerous for them.
Retreating
- Either hero can retreat at any time. The other keeps fighting alone.
- A hero who retreats keeps a share of the loot proportional to how far the fight had got. The base share is half, scaled by how much of the boss's health was already gone: leave with it on 50% and each item is a 25% chance for you and 75% for whoever stays. Leaving at the start is worth nothing; leaving near the end costs almost nothing. Experience is still all or nothing — a retreat earns none.
- Whoever stays and wins takes the entire reward, not half of it.
- Losing connection is treated the same as retreating — proportional share included — and never causes a permanent death. Your partner is not punished for it and fights on.
Splitting the Loot
When the nightmare dies with both heroes still standing, every item is assigned at random to one of you, one item at a time — including the nightmare crystal. There is no bidding, no rolling and no choosing; the summary screen simply shows which item went to whom.
| Reward | Host | Helper |
| Boss equipment & crystal | split at random | split at random |
| Experience | full | full |
| Boss soul / taming roll | own roll | own roll |
Experience and the soul roll are not divided — both heroes get the full amount and their own independent chance at the skin or the tame. Only the items are shared.
Claiming a Helper's Share
A helper may have answered the call mid-run with a full backpack, so their share is never forced into it. It waits instead.
- A chest icon with a counter appears above your backpack showing how many rewards are waiting.
- Each click pulls out exactly one item.
- If your backpack is full, the item simply stays in the queue — unlike overflow loot everywhere else in the game, a co-op reward is never destroyed for lack of space.
- Up to 30 rewards can wait at once. You can also discard one from the queue if you would rather not carry it.
The host's share behaves normally: it goes straight into their backpack when the fight ends, and can overflow if there is no room. Only the helper's share is queued.
Consumable loot filter scrolls. When activated, only items of the scroll's rarity or better are picked up during your next run. A strategic gold sink that prevents backpack clutter in high-difficulty farming.
How It Works
- The scroll's rarity determines the filter threshold
- Common scroll → skip normal items
- Rare scroll → skip normal + common items
- Exquisite scroll → skip normal + common + rare items
- And so on for epic and ancient scrolls
- Nightmare scrolls, storage chests, and other picky scrolls are never filtered
Activation
- Use a scroll in town (via backpack) — sets a queued filter
- Filter is consumed when you start your next run
- Only one filter can be active at a time
- Filter indicator shown in Area Selection and during the run
Drop Mechanics
- 0.8% chance per enemy kill
- No difficulty gate — drops at any difficulty
- Rarity follows the standard rarity roll (normal through ancient)
- Stackable by rarity — up to 10 per stack
Merchant
| Scroll | Gold Cost | Dust Cost |
| Common | level × 50 | 0 |
| Rare | level × 80 | level × 80 |
- Merchant always stocks one common and one rare picky scroll
- Prices are intentionally high — a full backpack of rares covers roughly half the cost of a rare scroll
- Dropped scrolls can be any rarity (including exquisite, epic, or ancient)
Strategy: Common scrolls are a good everyday filter for high-difficulty farming where normal items are useless. Rare scrolls are expensive but pay off in long runs at high difficulty where even commons are vendor trash. Save dropped epic+ scrolls for endgame push sessions.
4. Travel Provisions & Scroll of Insight
Two consumables that buff your next run rather than your character. Like the Scroll of Pickyness and Tamer Bait, you activate one in town and it is spent the moment the run begins.
Travel Provisions
Raises the fight cap, so the run keeps going instead of being forced to end. The bonus is added on top of whatever cap the realm already has — see Runs & Retreat — so it works in the Temporal Realm too.
| Rarity | Extra Fights | Cap in the Eternal Realm |
| Common | +200 | 700 |
| Rare | +300 | 800 |
| Exquisite | +400 | 900 |
| Epic | +500 | 1000 |
| Ancient | +600 | 1100 |
Scroll of Insight
Grants bonus XP on every kill for the whole run. It is additive with the Ad Boost's +10% and with any season XP bonus, so an ancient scroll during a double-XP season stacks with both.
| Rarity | XP Bonus | With Ad Boost |
| Common | +20% | +30% |
| Rare | +25% | +35% |
| Exquisite | +30% | +40% |
| Epic | +35% | +45% |
| Ancient | +40% | +50% |
Activation
- Use one in town (via backpack) — it becomes a queued buff
- Consumed when you start your next run, and locked in for that whole run
- Only one of each can be queued at a time, but they stack with each other and with a picky scroll and tamer bait
- While queued they show in the buff bar in town, area selection and during the run
- Neither applies to Nightmare fights — those are a single fight, so a fight cap and a run-long XP bonus have nothing to act on
Drop Mechanics
- 0.8% chance per enemy kill, each rolled independently
- No difficulty gate — both drop at any difficulty
- Rarity follows the standard rarity roll; a roll below common is discarded rather than dropping a useless tier, so normal never appears
- Stackable by rarity — up to 10 per stack
Merchant
| Item | Rarity | Gold Cost |
| Travel Provisions | Common | level × 50 |
| Scroll of Insight | Common | level × 50 |
- The merchant always stocks one of each, both at common rarity
- That price is half your gold cap, so buying both costs a full cap
- Higher rarities — and the bigger bonuses — only come from drops
Strategy: Provisions pay off most at high difficulty, where a run is limited by the fight cap rather than by your survivability — an extra 600 fights is over twice the loot. An Insight scroll is worth saving for a session you will actually play through: the bonus is per kill, so a run cut short wastes it. Stacking both on one long high-difficulty run is the best use of either.
5. Hardcore Mode
An optional character flag chosen at creation. Hardcore characters face permanent consequences — death is forever.
Creating a Hardcore Character
- Toggle Hardcore during character creation
- Hardcore characters are marked with a HARDCORE badge
- Plays on the same realm and leaderboard as normal characters
What Kills a Hardcore Character
| Action | Lethal? |
| Dying during a run | Yes — permanent death |
| Dying in a nightmare fight | Yes — permanent death |
| Losing a PvP brawl | Safe |
| Retreating from a run | Safe |
| Retreating from a nightmare fight | Safe |
What Happens on Death
- Character is permanently frozen — no more runs, smithing, equipment changes, merchant, or stash
- Character stays on the account — the owner can still select it and brawl in the tavern
- Character slot is freed — create a new character immediately
- Character name is retired forever — no one can reuse it
- Character stays on the leaderboard as a monument, shown in greyscale with a FALLEN badge
- All items, skills, and stats are preserved as a frozen snapshot
Hall of Fame
- Dedicated Hardcore tab in the tavern shows all HC characters (living + fallen)
- Fallen characters appear greyscale with a skull icon
- Living HC characters appear with a sword icon
- HC characters also appear on the regular Level and PvP tabs
Graveyard
- Fallen HC characters are hidden from the normal character carousel
- Toggle Graveyard: On on the character select screen to view them
- Fallen characters cannot be deleted — they are permanent monuments
Strategy: PvP and retreat are always safe. Use nightmare scrolls carefully — you can retreat mid-fight, but if you die, it's over. High HP/damage multiplier scrolls are especially risky on hardcore characters.
6. Town Stash (Storage)
Permanent item storage separate from your run backpack. Stash items are safe from salvage and don't count toward backpack capacity.
Storage Chests
- 1% drop chance per enemy kill (when difficulty ≥ player level)
- Stackable: up to 10 per stack
- Using a chest permanently unlocks 1 stash slot
- Max free slots: 12
- Max total slots: 30 (6×5 grid)
Stash Behavior
- Items in stash are protected from salvage
- Items in stash don't count toward backpack capacity
- Equipped items auto-unequip when moved to stash
- Toggle
[ Stash: ON/OFF ] in BackpackScene replaces the stats panel with the stash grid
7. Backpack
| Property | Value |
| Base capacity | 24 slots |
| With ad boost | 30 slots (+6) |
- Items beyond effective capacity (expired boost) are frozen in the UI — shown dimmed with a lock icon, not interactive, not affected by salvage or sort
- Favorites sort to the top of the backpack, preserving relative order within each group
Mid-Run Travel Backpack
- Chest icon in RunScene opens a backpack overlay during a run
- Shows items collected in the current run only
- Drop mode: toggle
[ Drop: ON/OFF ] to flag items for discard, freeing space for better loot
- On mobile: tap an item with Drop mode on, then tap the action bar to confirm
- Client-side only — no server interaction needed
8. Ad Boost
Rewarded video ad that gives temporary benefits:
| Benefit | Value |
| Duration | 60 minutes |
| Extra backpack slots | +6 (24 → 30) |
| XP bonus | +10% |
| Minimum level required | 5 |
9. Runs & Retreat
- Max fights per run: 500
- You can retreat at any time to keep all collected loot and XP
- On death: same persistence — loot and XP from the current run are saved
- Retreat button has a 5-second cooldown
Auto-Retreat on Disconnect
If you lose connection, the server continues fighting headlessly on your behalf:
- Your character keeps fighting until death or the run ends naturally
- If your character dies while disconnected, loot is saved to a pending summary in the database
- On reconnect: RunScene shows “Resumed! X fights completed while away”
- If death occurred: the full run summary is shown in TownScene
Note: The server has a 60-second reconnect grace period. If you reconnect within this window, the fight display picks up where it left off with updated HP and fight count.
10. Difficulty & Level Cap
| Property | Value |
| Max player level | 9,999 |
| Max difficulty | 99,999 |
Difficulty Cap per Player
max_difficulty = min(99999, max(1, player_level × 5))
| Player Level | Max Difficulty |
| 1 | 5 |
| 10 | 50 |
| 50 | 250 |
| 100 | 500 |
| 500 | 2,500 |
| 1,000 | 5,000 |
| 2,000 | 10,000 |
| 20,000+ | 99,999 |
Endgame: At difficulty 1000+, enemies gain a glow outline and orbiting particles using the area's element colors. Additionally, ALL area monsters become eligible to spawn (instead of just the highest tier), enabling skin farming for dedicated players.
11. Music System
37 unlockable music tracks that play continuously across all scenes in a playlist loop. Music progress is account-wide — shared across all characters.
Area Tracks (24 tracks — 3 per area)
| Track | Unlock Condition |
| Track 1 | Enter the area for the first time |
| Track 2 | Kill ≥ (area_unlock_level + 10) enemies AND defeat a boss in the area |
| Track 3 | Reach difficulty ≥ (area_unlock_level × 10) AND defeat a boss in the area |
Level Milestone Tracks (11 tracks)
One track unlocked at each of these levels:
| 5 |
10 |
20 |
40 |
80 |
160 |
320 |
640 |
1,280 |
2,560 |
5,120 |
Other Tracks
| Track | Condition |
| Time Played | Total 1 hour of play time |
| Town | Always unlocked |
Playlist: New unlocks are automatically added to your playlist. You can customize which tracks play via the Playlist overlay in the Options menu — toggle individual songs on/off with checkboxes. Click a track name to jump to it immediately.
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